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Everything posted by Heegrim
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We need the Jonascycle too lol!
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I like the idea of an iron stove that burns fuel more efficiently for cooking and heating in winter.
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The bells, Mason! What do they mean?! I am all for adding diving bells. Also, I'm pretty sure there is a depth where the human body begins to sink instead of float. So you would have to struggle to swim up or be forever lost to the sea.
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Proposal for improvement of the progression system
Heegrim replied to MushuBG's topic in Suggestions
Also, I think there are lore reasons why the Seraph already knows how to build basically everything that isn't super high-tech (although I haven't finished the entire story yet, so I may be mistaken). I kinda figured the handbook is just memories in the Seraph's mind, not a physical handbook they are reading. Having things locked behind skills wouldn't work with this. At least, that is the connection I am making with the [Story Event] text that comes up when you load a world. Not sure if "it" is referring directly to the Seraph, but it is definitely connected somehow. No spoilers pls!- 7 replies
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Uncompromising survival shouldn't mean unrealistically costly
Heegrim replied to runnybabbit's topic in Suggestions
Yeah, I always wondered why daub was so expensive. It is actually one of the most annoying building materials to work with because you basically have to go collect everything specifically for it as you almost never have a surplus of the necessary materials (besides dirt). -
This would be great! I just have my browser's bookmarks full of mod pages and I will have to keep going back to them to see when they get updated to 1.22 now.
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Proposal for improvement of the progression system
Heegrim replied to MushuBG's topic in Suggestions
Yeah, I second this. I am really sick of bloated skill trees and level requirements in games now. Vintage Story is going for a diegetic experience where knowledge and time are the requirements to progress, and I absolutely love this. The less menus to sift through and and arbitrary numbers I need to grind for, the better.- 7 replies
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I kinda hope a cooking overhaul comes our way one day. The current recipes are a bit unintuitive and I still end up going back to the handbook to check the ratios after hundreds of hours played. I like the Zelda method where it abstracts away the exact ingredients so you would just get "porridge with berries" or "fruit porridge". This way, like foods could be combined and they would just have the combined average spoilage time and satiety values. Maybe we could still see the exact ingredients when mousing over. It would be nice to be able to cook more freeform meals, but I guess the devs made set recipes so we wouldn't just make meat-veggie-fruit gruel to fill all the nutrition bars at once. Maybe if they do add something like that in the future, it will have a very fast spoilage rate to balance it. This would also work for jam, so you could make it with just berries but it would spoil faster than if you used honey.
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I feel like Blackguard needs a large stomach trait that gives +500 max satiety (+33%). I like the increased hunger rate trait but it would be nice if I could go out and not have to eat second and third lunch so I don't start starving in the middle of the day.
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The shader that makes waves on the water frequently causes the surface to extend above 1 block high. I can often see under the edge of the water in the quenching spot in my smithy (especially when it is windy). This is even more noticeable in farms because the farmland blocks are shorter. They should just lower the average water level or put a cap on the mesh height when it is adjacent to a block. P.S. they gotta put Coriaender Shaders in the vanilla game because the default water texture looks like old blueberry jelly.
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Yeah, idk why they don't use the same logic for filling water bocks as TOBG. A single water block is already an infinite source, so why does the ocean not refill when you make a hole in the shoreline???
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Yeah, makes sense. The wind sounds are good enough to indicate wind speed and the direction never changes so there's no gameplay reason to have all the particles.
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Golden words beat swords - Potential of player's instrumental voice.
Heegrim replied to Shpick's topic in Suggestions
YES WE NEED TO BE HONKING WHEN TYPING IN CHAT! -
Yeah it is easier to craft a fruit press than finding bees sometimes. It just makes sense to be able to make jam from juice and berries.
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I have always been annoyed with the 4 bag-slot system. It only makes sense once you have a mining bag, otherwise you are just always carrying around 4 copies of the same backpack. There should be dedicated slots for different types of bags: 1 type of backpack can go on your back, linen sacks go on your belt, hand basket goes in your off hand...
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A seed bag would be amazing for early game foraging. Now that there is even more types of berries along with fruit trees, we are going to need a fruit basket too. It should also be placeable and show a nice pile of whatever fruit is in it!
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For a game all about gears and time with an actual clockmaker class, it is odd that there is no clock...
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This would be awesome for rappelling down caves! There is already rope physics on the fishing rod so we are halfway there. Maybe you just need a stack of rope in your inventory and can only extend/throw it that many blocks.
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Yeah i'm hoping to be able to use a domesticated musk ox to drive a quern one day
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Yeah, you should be able to scroll wheel while mousing over the recipe to go to the next one. You can pause one recipe by mousing over but the other ones keep cycling. Really annoying when comparing blackguard armour and things with different wood types because they all get out of sync. Al least they improved the handbook search results a bit in the new update.
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forging Quenching and tempering are overly gamified
Heegrim replied to MKMoose's topic in Suggestions
Maybe there should be a Blacksmith class that can see the exact temperatures of the workpiece and other classes just see a qualitative description like "Cold" "Warm" "Hot" "Red Hot" "White Hot". I am all for moving away from needing to look at the description box to get information on everything (while still having the option there for accessibility of course). I hope they add more diegetic crafting recipes like scraping hides on the ground too. -
YES PLEASE! Also the Blackguard armour cycling through the various broken states AND the Forlorn set is so annoying. Forlorn should have its own page and all the states of the Blackguard set should be on the same page so you can just scroll down to see how many chains and plates are needed to completely fix the piece.
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Classes are definitely due for an overhaul. They are apparently going to add a status effect system next so maybe we will get some class-specific bonuses/weaknesses related to those. I was definitely bummed when I realized Blackguard's armoured speed buff is categorically worse than the other classes. I agree that the other classes should have their speed boost apply only when unarmoured or in leather armour (since that has no penalties). I really dislike % buffs/debuffs in general. They never feel like they really affect anything or differentiate the classes. The class specific recipes are kind of annoying but I like the idea of repairing armour being cheaper for blackguards. It doesn't lock anyone out of crafting but it gives a niche for that class. Maybe clockmaker should have cheaper recipes for gears and other mechanical parts. The thing that really needs a rework is the predator AI. There needs to be better ways to avoid them since everyone just picks the speedy classes so they can outrun bears and wolves. Wolves should really only attack the player IF they run away, and standing your ground should cause them to think twice (unless they have pups). They should be able to be scared off by waving a torch at them or something too. Bears should also attack a bit less often (except polar bears), the wildlife is too unrealistically aggressive in this game and they barely make any noise or leave tracks so they are difficult to avoid. You basically just have to cheese them and it breaks immersion. The fast classes just make the cheese easier and that's their main difference.
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I am surprised butter churning has not been added yet since this game is so cottagecore. Buttered bread is a great idea to have a portable grain & dairy food option.